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I rarely get the chance to dig right into one of my most favored and preferred role-playing mechanics, the dice pool. Notwithstanding that I have yet to discover a reasonable description of what any such thing is, meaning, in a defining sense, applicable to various versions.

Posted by: Ron Edwards
19 Feb 2019
0 comments

We’ve been playing Sorcerer for two months! Five meetings and four sessions of play so far, and ongoing. This is with Laura and Grégory, both located in France, and thus set in Marseille. I was nonplussed to discover that neither had ever set a game they’d played in their own country. I went a little nuts with the two statements, aiming at maximum provocation, with:

Posted by: Ron Edwards
15 Feb 2019
Games: Sorcerer
20 comments

You can go all the way back to 1998 to see me saying, “I want to talk about point-builds and dice, so let’s get past some easy points about goals of play and get to the good practical stuff.” Twenty-one years later and people are still blubbering about “but but simulation." I’ve repeated this plea many times, ever more plaintively ... Can we fucking just talk about dice already?!

Posted by: Ron Edwards
06 Feb 2019
0 comments

Our topic this time is the length of play as it relates to game rules. As I’ve mentioned before, it’s not as simple as seeing what the rules say and obeying them; people play long or short in defiance of those rules (when present) all the time. The question is when or how the rules facilitate the decision to continue to play.

Posted by: Ron Edwards
31 Jan 2019
0 comments

Justin gave me a list of questions or topics for this session, and I realized they made most sense in nested form. So I grouped IIEE and relationship mechanics into the larger category of Bounce and system diagrams (specifically their feedback or activity loops), then put the whole into the biggest category of design processes as an experience.

Posted by: Ron Edwards
23 Jan 2019
7 comments

I’m not making any claims about the logic or organization by this point in our talks, rather, I’m hoping Justin isn’t thinking that I’m totally making it up as I go. It's certainly been helpful to me to recognize what pieces I need to pull into their own how we play discussion so they can be treated as understood for a how we design presentation.

Posted by: Ron Edwards
16 Dec 2018
3 comments

Justin Nichol and I continue our discussion, or training, regarding game design. This session (in 5 videos) delves into the way we talk / the way we roll. The topic shifts quite logically from whether & when describing things colorfully works, to gaudy and painful consequences of moment-by-moment decision-making.

Posted by: Ron Edwards
09 Dec 2018
10 comments

Hey! Alex cleverly informed Paul and me that he wanted to do an interview after we were trapped in the back seat on the way to Lucca from our apartment (in Viareggio? one of those coastal towns). I can now boast that I was able to unburden my soul to a geisha! Because cosplayers count.

Posted by: Ron Edwards
13 Nov 2018
2 comments

Here’s one of the two workshops I presented at Lucca. It was prompted by two short videos I posted here in the past few months:

Posted by: Ron Edwards
11 Nov 2018
0 comments

I'd provide the two character-sheet diagrams I examined while preparing for play, but they are both the same: about 80% of the items on each one was now slammed into the center, including new ones that had been acquired from each other's sheet.

In other words, both sorcerers (Ahmet and Ingmar), their demons (Solomon and Odd John), the crucial designs of the tattoos and runes from the ruins, the murder victims (Mehmet and Julia)

Posted by: Ron Edwards
26 Oct 2018
Games: Sorcerer
5 comments

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